I'm QUITE torn. The game itself, the book, all gorgeous. It's a great updated to AD&D2e. In fact pretty much everything I could want out of such a thing. I got the PDF by being a backer of the kickstarter.

The torn part though, is that I only got the PDF. I backed at a level for physical books and it's been over a year of assurances that all of the books have been shipped. Meanwhile very, very few backers seem to have gottten anything. Every now and then the fellow comes back on, promises that he's really sent them all to everyone, only to be silent again for months. (Meanwhile, even less on the Gamemaster Guide Book, which never even got to the PDF level.)

It's quite sad, because it's a really great product. Just be aware that in purchasing this you're supporting someone that ripped off their kickstarter backers, and has repeatedly lied to them. If that part doesn't bug you, it IS a great game.

Ran into this by chance while it was on sale. Really impressed with it. I think the overall production value was what got me to start with, but as I read through the rules the 'feel' for a 2e game was kept my interest. Most of all, I've started a campaign using the rules and it's got just the right touch for my players to have a 'new' feel to it but still be firmly rooted in the old game it's intended to remind us of. Looking forward to the Game Master's Guide!

I stumbled across Myth and Magic about 2 years ago, right about the tail end of the initial round of public testing. The team at New Haven Games were awesome in taking in community feedback and incorporating a good number of the better suggestions from community into the game - several of the Thief abilities, Influence table for Charisma, even the Holy Weapon feature of the Paladin. I have played this system pretty regularly since it's discovery and can honestly, for me, that this is the direction I would've loved to see DnD turn when 2E was discarded by Wizards. The system incorporates many current mechanics in way that stays true to its 2E roots...some modern ideas being ascending ACs, Base-to-Hit (BtH, very BAB-like), bonus spells for exceptional attributes, Fort/Ref/Will saves; some 2E/old school ideas brought forward being multi-classing (advance in 2 classes simultaneously at the expense of needing to require greater XP), return of Weapon Proficiencies and Nonweapon Proficiencies, the removal of the ever escalating numbers of 3E/d20 games. It really does fuse the old school game with the new school approach. I've also had the ability to watch gamers with experience as far back as the 80s and those from 2000 and up pick up the mechanics of the game quite easily. This system hits the bulls eye for me in so many ways. It is definately worth the money.

After following this project for neigh on three years (and participating in the multiple betas), I can say that this game meets my idea of the ultimate merging of old school and new school D&D by way of a 2e core with a 21st century polish. If you played 2e (or even 1e or Basic) this game will feel very familiar but also fresh and new, this would also be true if you played any later editions. The cool thing is many of the different features are entirely optional, just like 2e, but they can be turned "off" without causing problems in the game- you can make it very simple or a bit crunchy (just a bit).

If you have any AD&D material this game will run it with minimal tinkering (on the fly). Newer generations of players will not stumble on the mechanics either as they might with roll low/roll high, matrixes or thac0. As C&C is to 1e, Pathfinder is to 3.5, Myth & Magic is to 2e.